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17 messages
17 total messages Started by Josef Drexler Mon, 13 Dec 2004 07:04
2.0.1 alpha 41
#28101
Author: Josef Drexler
Date: Mon, 13 Dec 2004 07:04
83 lines
4982 bytes
Hi all,

after a few weeks of waiting, here's the latest alpha version available 
at http://www.ttdpatch.net/src/

This one has a bunch of *major* new features.

The first new feature is called "path based signalling".  It allows 
several trains into a signal block as long as their paths don't 
interfere, and it greatly enhances all station entrances and exits as 
well as most junctions.  However, it is somewhat dangerous and takes some 
care to use right, so please read the manual page before trying to use it 
(or else you may get train crashes): http://wiki.ttdpatch.net/tiki-
index.php?page=PathBasedSignalling

Furthermore, Marijn wrote several new features: "windowsnap <dist>" to 
make windows snap to each other, "newcargodistribution on" to improve the 
distribution of cargo among two stations serving the same industry, 
"aichoosechances on" et.al. to set the probabilities with which the AI 
will attempt to build new services, and last but not least, 
"custombridgeheads on".  This switch allows you to rearrange the track 
and road pieces on flat bridge heads.

In addition, after a large amount of work to get it working right, Oskar 
was able to change the resolution of TTD's window (in the Windows version 
only).  Enable this using "resolutionwidth <num>" and "resolutionheight 
<num>".  The width must be a multiple of 4 (or sometimes 32) or you may 
get distortions.

For more information on all of these features, please see the updated 
manual pages, as usual at http://wiki.ttdpatch.net/tiki-
index.php?page=Manual

Have fun!

Josef.


All changes in 2.0.1 alpha 41:
- made "unknown bit" a warning, not a fatal error
- new train callback 1D to check whether vehicle may be attached to
  current engine
- (devel) made a few more convenience macro for storeaddress et.al.
  taking only one or two argument
- allow action 6 between an action 3 and its override action 3's
- new experimental feature: path-based signalling
- new sign cheat "Cht: StopAll" stops all vehicles (except aircraft
  in flight) or "Cht: StopAll 0" to start them again
- fixed ttdpatch.cfg comments for switches with no command line
  switch in Windows version
- added changes by Marijn:
  * fixed bug allowing the construction of multiple HQs
  * new switch "newcargodistribution on" for better distribution
    of cargo among multiple stations serving an industry
  * allow docks on flat land (for canals)
  * new switch "windowsnap <dist>" (-Xz) to make windows snap to
    each other if moved within the given number of pixels
    (default 10)
  * draw coast under bridges over water
  * new switch "custombridgeheads on" allows rearranging track
    and road pieces on flat bridge heads
  * new set of switches to choose the probability with which the
    AI will attempt to build new routes, enable with
    "aichoosechances on", then set the individual probabilities
    with "aibuildrailchance", "aibuildrvchance" and
    "aibuildairchance", ship routes will be the remainder, with a
    value of 65535 meaning 100%.
- (devel) by Marcin: fixed bug in nasm resulting in inefficient code
  for forward references (new nasm version in source zip)
- (devel) fixed multipatchcode not working if search offset was
  negative and fragment not being overwritten
- fixed incorrect station track types with electrifiedrailways off
- by Oskar: allow changing the resolution TTD runs in (Windows
  version only), set it with "resolutionwidth <num>" and
  "resolutionheight <num>"; in fullscreen TTD must be able to find
  the corresponding DirectX mode for this to work

-- 
   Josef Drexler                 |    http://publish.uwo.ca/~jdrexler/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    | Email address is *valid*.
 Avoid showers. Take a bath.     | Don't remove the "nospam" part.
Re: 2.0.1 alpha 41
#28102
Author: Ark
Date: Mon, 13 Dec 2004 17:39
13 lines
1823 bytes
"Josef Drexler" <nospam1204@joesbox.cjb.net> wrote in message
news:MPG.1c26faaed21069a2989ebf@server.our.house...
> The first new feature is called "path based signalling".  It allows
> several trains into a signal block as long as their paths don't
> interfere, and it greatly enhances all station entrances and exits as
> well as most junctions.  However, it is somewhat dangerous and takes some
> care to use right, so please read the manual page before trying to use it
> (or else you may get train crashes): http://wiki.ttdpatch.net/tiki-
> index.php?page=PathBasedSignalling

Wow!
Haven't run the game for ages but this change seems worth a try now!
Re: 2.0.1 alpha 41
#28103
Author: Jean-Luc Picard
Date: Mon, 13 Dec 2004 23:02
94 lines
5145 bytes
Thank you very much, Josef.

The patch is a real good work!!!

-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jean-Luc Picard (Madrid)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
My mind is going... I can feel it

"Josef Drexler" <nospam1204@joesbox.cjb.net> escribió en el mensaje news:MPG.1c26faaed21069a2989ebf@server.our.house...
> 
> Hi all,
> 
> after a few weeks of waiting, here's the latest alpha version available 
> at http://www.ttdpatch.net/src/
> 
> This one has a bunch of *major* new features.
> 
> The first new feature is called "path based signalling".  It allows 
> several trains into a signal block as long as their paths don't 
> interfere, and it greatly enhances all station entrances and exits as 
> well as most junctions.  However, it is somewhat dangerous and takes some 
> care to use right, so please read the manual page before trying to use it 
> (or else you may get train crashes): http://wiki.ttdpatch.net/tiki-
> index.php?page=PathBasedSignalling
> 
> Furthermore, Marijn wrote several new features: "windowsnap <dist>" to 
> make windows snap to each other, "newcargodistribution on" to improve the 
> distribution of cargo among two stations serving the same industry, 
> "aichoosechances on" et.al. to set the probabilities with which the AI 
> will attempt to build new services, and last but not least, 
> "custombridgeheads on".  This switch allows you to rearrange the track 
> and road pieces on flat bridge heads.
> 
> In addition, after a large amount of work to get it working right, Oskar 
> was able to change the resolution of TTD's window (in the Windows version 
> only).  Enable this using "resolutionwidth <num>" and "resolutionheight 
> <num>".  The width must be a multiple of 4 (or sometimes 32) or you may 
> get distortions.
> 
> For more information on all of these features, please see the updated 
> manual pages, as usual at http://wiki.ttdpatch.net/tiki-
> index.php?page=Manual
> 
> Have fun!
> 
> Josef.
> 
> 
> All changes in 2.0.1 alpha 41:
> - made "unknown bit" a warning, not a fatal error
> - new train callback 1D to check whether vehicle may be attached to
>  current engine
> - (devel) made a few more convenience macro for storeaddress et.al.
>  taking only one or two argument
> - allow action 6 between an action 3 and its override action 3's
> - new experimental feature: path-based signalling
> - new sign cheat "Cht: StopAll" stops all vehicles (except aircraft
>  in flight) or "Cht: StopAll 0" to start them again
> - fixed ttdpatch.cfg comments for switches with no command line
>  switch in Windows version
> - added changes by Marijn:
>  * fixed bug allowing the construction of multiple HQs
>  * new switch "newcargodistribution on" for better distribution
>    of cargo among multiple stations serving an industry
>  * allow docks on flat land (for canals)
>  * new switch "windowsnap <dist>" (-Xz) to make windows snap to
>    each other if moved within the given number of pixels
>    (default 10)
>  * draw coast under bridges over water
>  * new switch "custombridgeheads on" allows rearranging track
>    and road pieces on flat bridge heads
>  * new set of switches to choose the probability with which the
>    AI will attempt to build new routes, enable with
>    "aichoosechances on", then set the individual probabilities
>    with "aibuildrailchance", "aibuildrvchance" and
>    "aibuildairchance", ship routes will be the remainder, with a
>    value of 65535 meaning 100%.
> - (devel) by Marcin: fixed bug in nasm resulting in inefficient code
>  for forward references (new nasm version in source zip)
> - (devel) fixed multipatchcode not working if search offset was
>  negative and fragment not being overwritten
> - fixed incorrect station track types with electrifiedrailways off
> - by Oskar: allow changing the resolution TTD runs in (Windows
>  version only), set it with "resolutionwidth <num>" and
>  "resolutionheight <num>"; in fullscreen TTD must be able to find
>  the corresponding DirectX mode for this to work
> 
> -- 
>   Josef Drexler                 |    http://publish.uwo.ca/~jdrexler/
> ---------------------------------+---------------------------------------
> Please help Conserve Gravity    | Email address is *valid*.
> Avoid showers. Take a bath.     | Don't remove the "nospam" part.
Re: 2.0.1 alpha 41
#28104
Author: DJTB
Date: Tue, 14 Dec 2004 19:53
16 lines
1553 bytes
Josef Drexler wrote:
> The first new feature is called "path based signalling".  It allows
> several trains into a signal block as long as their paths don't
> interfere, and it greatly enhances all station entrances and exits as
> well as most junctions.  However, it is somewhat dangerous and takes some
> care to use right, so please read the manual page before trying to use it
> (or else you may get train crashes): http://wiki.ttdpatch.net/tiki-
> index.php?page=PathBasedSignalling


This is a great feature! Thanks! Does the demo-savegame also show how to
activate road crossings earlier than usual? I couldn´t find it.

Would it be possible to change the build-in signal in a train-depot into a
presignal? (Possibly PBS enabled?) That would make my railroad networks
even more efficient!
Re: 2.0.1 alpha 41
#28105
Author: DJTB
Date: Tue, 14 Dec 2004 21:12
38 lines
2014 bytes
DJTB wrote:
> 
> Does the demo-savegame also show how to
> activate road crossings earlier than usual? I couldn´t find it.
> 
Already figured out:

---------------<E-||---------<P-------
------P>----------||-E>---------------

<E and E>: one-way exit signals
<P and P>: one-way presignals
----: railroad track
--||--: level crossing


I have another question:

Consider the following (standard) track layout:

SSSSS-C---<P---OOOOOOOOOO
        X
SSSSS-C--->--------------

--- = railroad track

SSSSS = a station with two tracks, assume both tracks are occupied
C = combo exit-signals, PBS enabled (automatically), both red since both
tracks are occupied
> = normal one-way signal, green
<P = one-way presignal, PBS enabled (automatically), green (!!!)

OOOOOO =  a train approaching the station. It should load/unload at that
station but since both tracks are occupied, and the > one-way signal is
green, a path is being created from <P to >
In the old (presignal) behaviour, a train would wait at <P until one or more
C signals are green. But now, a train returns to where it came from... Is
that a bug or a feature?
Re: 2.0.1 alpha 41
#28110
Author: DJTB
Date: Tue, 14 Dec 2004 21:32
27 lines
1933 bytes
Josef Drexler wrote:

> 
> Hi all,
> 
> after a few weeks of waiting, here's the latest alpha version available
> at http://www.ttdpatch.net/src/
> 
> This one has a bunch of *major* new features.
> 
> The first new feature is called "path based signalling".  It allows
> several trains into a signal block as long as their paths don't
> interfere, and it greatly enhances all station entrances and exits as
> well as most junctions.  However, it is somewhat dangerous and takes some
> care to use right, so please read the manual page before trying to use it
> (or else you may get train crashes): http://wiki.ttdpatch.net/tiki-
> index.php?page=PathBasedSignalling

Here's a suggestion to prevent train crashes:

* forbid trains to reverse/change direction in an interchange block

I've made a Y-junction, a 'lost' used this junction as a tail track ie it
reversed within the interchange block (it seems it didn't obey its path??)
At the same moment, another train entered the interchange block (the
original paths were not crossing), but since the first trained reversed
direction, both trains crashed.
Re: 2.0.1 alpha 41
#28106
Author: Josef Drexler
Date: Tue, 14 Dec 2004 22:24
35 lines
2572 bytes
DJTB wrote:

> DJTB wrote:
>> 
>> Does the demo-savegame also show how to
>> activate road crossings earlier than usual? I couldn´t find it.

To answer your other questions, depots use PBS in a PBS block.

> Consider the following (standard) track layout:
> 
> SSSSS-C---<P---OOOOOOOOOO
>         X
> SSSSS-C--->--------------

Why do you use combo signals here?  I'd think that regular exit signals
would work better.  Also make sure that they're two-way signals, because a
train will wait at a PBS signal if all its routes go through two-way
signals, but if they go to one-way signals it will approach the one-way
signal with the hope that it goes green soon.

> In the old (presignal) behaviour, a train would wait at <P until one or
> more C signals are green. But now, a train returns to where it came
> from... Is that a bug or a feature?

It's a feature, trains no longer wait at red signals unless they can't find
a path to their destination.  While considering paths, they won't find
paths through red two-way signals, but they will find paths through red
one-way signals.

-- 
   Josef Drexler                 |    http://publish.uwo.ca/~jdrexler/
---------------------------------+----------------------------------------
 Please help Conserve Gravity    |  Email address is *valid*.
 Walk with a light step.         |  Don't remove the "nospam" part.
Re: 2.0.1 alpha 41
#28111
Author: Josef Drexler
Date: Tue, 14 Dec 2004 22:27
26 lines
2483 bytes
DJTB wrote:
> 
> Here's a suggestion to prevent train crashes:
> 
> * forbid trains to reverse/change direction in an interchange block

It's very difficult to reliably find out whether a train is in a PBS block
or not, so if I did this I'd probably have to disable reversing *entirely*
(that includes terminus stations... which require reversing to work).

> I've made a Y-junction, a 'lost' used this junction as a tail track ie it
> reversed within the interchange block (it seems it didn't obey its path??)
> At the same moment, another train entered the interchange block (the
> original paths were not crossing), but since the first trained reversed
> direction, both trains crashed.

I don't know what I can do about that.  When it reverses, it should reserve
a new path out of the block.  Maybe if that fails I should pull the
emergency brakes and ground the train and lock the signal block, but that
could get annoying very quickly...

-- 
   Josef Drexler                 |    http://publish.uwo.ca/~jdrexler/
---------------------------------+----------------------------------------
 Please help Conserve Gravity    |  Email address is *valid*.
 Don't do push ups               |  Don't remove the "nospam" part.
Re: 2.0.1 alpha 41
#28112
Author: Ronnie Clark
Date: Wed, 15 Dec 2004 00:09
76 lines
3334 bytes
Josef Drexler wrote in message ...
>
>Hi all,
>
>after a few weeks of waiting, here's the latest alpha version available
>at http://www.ttdpatch.net/src/
>
>This one has a bunch of *major* new features.

They all sound fantastic... However all I get is crashing whilst it's
loading.

A crash log is:

==================================================
TTD V000793D9 Crash Log by TTDPatch 2.0.1 alpha 41 (DOS)

Exception 0D at 000F:00219064

EAX       EBX       ECX       EDX
FFFFFF00  00000F93  00090590  0000A130

ESI       EDI       ESP       EBP
0010B7FA  00000006  0011CCAC  00000000

DS        ES        FS        GS        SS        Flags
0017      0017      00FF      0107      0017      00010286
00AB4FFF  00AB4FFF  0000FFFF  0000FFFF  00AB4FFF (Segment limits)
00C0F300  00C0F300  00C0F300  00C0F300  00C0F300 (Access rights)

Bytes at CS:EIP
64 80 38 60 74 1C 64 80 38 90 74 05 E9 29 00 00

Stack Dump:
000008F0  00000987  00153AC4  0013618D  A1300006  FFFF0002  0580000D
09000003
00121EE4  08A00510  00134453  00000FB5  0011CCE6  051008A0  0F960578
CCF40000
08900011  05700520  00000FA9  0011CD02  05300880  0F960568  CD100000
08A00011
05700520  00000FA9  0011CD1E  05300890  0FA90568  CD2C0000  08800011
05600540

Handler Stack Dump (at 02F3:00000FA8):
00000000  00001E3C  000000A7  00000086  00000017  0000000D  00000204
0000003B
00000000  00219064  0000000F  00010286  0011CCAC  00000017  00000000
000000AF
00000008  00000222  0000003B  00000206  00000013  000000A7  ########
########
########  ########  ########  ########  ########  ########  ########
########

Patch flags:
5EFEF73F  F8FDF777  83D9FFFC  00000000  00000000  00000000  0000129F
A0000000
00000000  00001000  FFFF7D00  009607D0  00000000  016D0000  76260500
13B14EC4
02580320  7F0012C0  80020505  FF02FFFF  50FFFF80  145000FF  1E14141E
003F3C1E
03FF0000  F0F0FFFF  FA01F0F0  FFFFFF00  01016401  02800303  3E020100
0AFF3223
14050401  90900A00

=========================================

I'll e-mail config file if required, although it is a config file for the
previous version. It won't get as far as re-writing a new config file
(although I've tried to load it wirthout making it do this).

Ronnie
--
Volunteer guard on the Great Central Railway, Loughborough, Leicestershire
Visit the world's only double track preserved steam railway!
http://www.gcrailway.co.uk
Re: 2.0.1 alpha 41
#28113
Author: Josef Drexler
Date: Wed, 15 Dec 2004 01:21
39 lines
2606 bytes
Ronnie Clark wrote on Wed, 15 Dec 2004 00:09:24 -0000:
> 
> Josef Drexler wrote in message ...
> >
> >Hi all,
> >
> >after a few weeks of waiting, here's the latest alpha version available
> >at http://www.ttdpatch.net/src/
> >
> >This one has a bunch of *major* new features.
> 
> They all sound fantastic... However all I get is crashing whilst it's
> loading.
> 
> A crash log is:
> 
> ==================================================
> TTD V000793D9 Crash Log by TTDPatch 2.0.1 alpha 41 (DOS)
> 
> Exception 0D at 000F:00219064

That's odd, the only thing that I can think of is that somehow you have a 
bridge right at the edge of the map, where you shouldn't be able to have 
one.  It's probably a broken savegame.

> I'll e-mail config file if required, although it is a config file for the
> previous version. It won't get as far as re-writing a new config file
> (although I've tried to load it wirthout making it do this).

That sounds rather unlikely...  Did you run it with the options to make a 
new .cfg file?  It writes that file before starting TTD, and the above 
crash is definitely while TTD is running.

-- 
   Josef Drexler                 |       http://jdrexler.com/home/
---------------------------------+---------------------------------------
-
 Please help Conserve Gravity    |  Email address is *valid*.
 Walk with a light step.         |  Don't remove the "nospam" part.
Re: 2.0.1 alpha 41
#28114
Author: Ronnie Clark
Date: Wed, 15 Dec 2004 04:05
24 lines
1837 bytes
Josef Drexler wrote in message ...
>Ronnie Clark wrote on Wed, 15 Dec 2004 00:09:24 -0000:
>>
>> Josef Drexler wrote in message ...

>> TTD V000793D9 Crash Log by TTDPatch 2.0.1 alpha 41 (DOS)
>>
>> Exception 0D at 000F:00219064
>
>That's odd, the only thing that I can think of is that somehow you have a
>bridge right at the edge of the map, where you shouldn't be able to have
>one.  It's probably a broken savegame.

No, the crash occurs whilst the programme itself is loading. It only gets as
far as the first black screen with mouse cursor (not even "Microprose
presents") before crashing. As I currently have no speakers, I cannot say
whether the music starts or not.

Ronnie
--
Volunteer guard on the Great Central Railway, Loughborough, Leicestershire
Visit the world's only double track preserved steam railway!
http://www.gcrailway.co.uk
Re: 2.0.1 alpha 41
#28115
Author: Josef Drexler
Date: Wed, 15 Dec 2004 04:36
25 lines
2429 bytes
Ronnie Clark wrote on Wed, 15 Dec 2004 04:05:30 -0000:
> Josef Drexler wrote in message ...
> >Ronnie Clark wrote on Wed, 15 Dec 2004 00:09:24 -0000:
> >> TTD V000793D9 Crash Log by TTDPatch 2.0.1 alpha 41 (DOS)
> >>
> >> Exception 0D at 000F:00219064
> >
> >That's odd, the only thing that I can think of is that somehow you have a
> >bridge right at the edge of the map, where you shouldn't be able to have
> >one.  It's probably a broken savegame.
> 
> No, the crash occurs whilst the programme itself is loading. It only gets as
> far as the first black screen with mouse cursor (not even "Microprose
> presents") before crashing. As I currently have no speakers, I cannot say
> whether the music starts or not.

Very odd.  In that case I'll probably need your ttdpatch.cfg and 
newgrf.cfg to investigate.  Just email them to the From: address (and 
don't remove the nospam bit).

-- 
   Josef Drexler                 |       http://jdrexler.com/home/
---------------------------------+---------------------------------------
 Please help Conserve Gravity    |  Email address is *valid*.
 Walk with a light step.         |  Don't remove the "nospam" part.
Re: 2.0.1 alpha 41
#28107
Author: DJTB
Date: Wed, 15 Dec 2004 11:25
18 lines
1761 bytes
Josef Drexler wrote:

> Why do you use combo signals here?  I'd think that regular exit signals
> would work better.  Also make sure that they're two-way signals, because a
> train will wait at a PBS signal if all its routes go through two-way
> signals, but if they go to one-way signals it will approach the one-way
> signal with the hope that it goes green soon.
> 
whoops! My bad, I used wrong terminology here. I meant the two-way exit
signales (with white vertical rectangle signs on it).

In your PBS demo, I made three trains occupy all three tracks of Carnley
station. Now, other trains with destination Carnley station wait at the
(PBS enabled) presignal instead of returning...

Another question: how did you manage to (locigally) connect Carnley station
and Carnley Airport (they both share the same station sign) while they're
not physically attached? Is that a new feature?
Re: 2.0.1 alpha 41
#28116
Author: DJTB
Date: Wed, 15 Dec 2004 12:52
17 lines
1624 bytes
Josef Drexler wrote:

> The first new feature is called "path based signalling".  It allows
> several trains into a signal block as long as their paths don't
> interfere, and it greatly enhances all station entrances and exits as
> well as most junctions.  However, it is somewhat dangerous and takes some
> care to use right, so please read the manual page before trying to use it
> (or else you may get train crashes): http://wiki.ttdpatch.net/tiki-
> index.php?page=PathBasedSignalling

Here's another bug report:

trains are unable to find a path to a train depot if the only way to access
the depot is via a PBS block. The train will wait (forever) in front of a
green signal. This doesn't happen to newly built depots, but after saving
the game, all depots (including the newly built ones) will be unreachable
via a PBS block...
Re: 2.0.1 alpha 41
#28108
Author: Ronnie Clark
Date: Wed, 15 Dec 2004 13:45
36 lines
2410 bytes
DJTB wrote in message <10s07ps...@corp.supernews.com>...

>Another question: how did you manage to (locigally) connect Carnley station
>and Carnley Airport (they both share the same station sign) while they're
>not physically attached? Is that a new feature?

Without being able to check, this sounds like the age old trick of
leap-frogging stations.

ie, build station.
build adjacent lorry depot
build bus depot adjacent to lorry depot
delete lorry depot
build new lorry depot adjacent to bus stop
delete bus stop
build new bus stop adjacent to lorry depot.... etc.

Each time you leap frog, you can move things further away, thus expanding
the catchment area of a station.

It's nothing new. This was something I started doing way back in the
original Transport Tycoon, but TTDeluxe made it harder by limiting how far
spread the components of a station can be. However, the Patch then cured
this with the "stationspread" switch, which allows bits of station to be
upto half the map away from each other.

I find in later years it is particularly useful in building a "parkway"
style railway station on the edge of a large town, then leap-frogging a
"heliport" into the middle of the town.

Ronnie
--
Volunteer guard on the Great Central Railway, Loughborough, Leicestershire
Visit the world's only double track preserved steam railway!
http://www.gcrailway.co.uk
Re: 2.0.1 alpha 41
#28109
Author: Josef Drexler
Date: Thu, 16 Dec 2004 01:33
26 lines
2559 bytes
DJTB wrote on Wed, 15 Dec 2004 12:25:46 +0100:
> Josef Drexler wrote:
> 
> > Why do you use combo signals here?  I'd think that regular exit signals
> > would work better.  Also make sure that they're two-way signals, because a
> > train will wait at a PBS signal if all its routes go through two-way
> > signals, but if they go to one-way signals it will approach the one-way
> > signal with the hope that it goes green soon.
> > 
> whoops! My bad, I used wrong terminology here. I meant the two-way exit
> signales (with white vertical rectangle signs on it).
> 
> In your PBS demo, I made three trains occupy all three tracks of Carnley
> station. Now, other trains with destination Carnley station wait at the
> (PBS enabled) presignal instead of returning...

So you have two-way signals at the station entrance and the train doesn't 
wait if all two-way exits are full?  That's not how it should behave, 
unless it can find another path into the station.

-- 
   Josef Drexler                 |       http://jdrexler.com/home/
---------------------------------+---------------------------------------
-
 Please help Conserve Gravity    |  Email address is *valid*.
 Use tape&glue, no paperweights  |  Don't remove the "nospam" part.
Re: 2.0.1 alpha 41
#28117
Author: Josef Drexler
Date: Thu, 16 Dec 2004 05:11
17 lines
2023 bytes
DJTB wrote on Wed, 15 Dec 2004 13:52:08 +0100:
> Here's another bug report:
> 
> trains are unable to find a path to a train depot if the only way to access
> the depot is via a PBS block. The train will wait (forever) in front of a
> green signal. This doesn't happen to newly built depots, but after saving
> the game, all depots (including the newly built ones) will be unreachable
> via a PBS block...

Do those that stop working by any chance have a train in them?

-- 
   Josef Drexler                 |       http://jdrexler.com/home/
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 Please help Conserve Gravity    |  Email address is *valid*.
 Play Hockey, not Baseball.      |  Don't remove the "nospam" part.
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